1
0
Fork 0
mirror of https://github.com/halpz/re3.git synced 2024-12-25 18:05:27 +00:00

small stuff

This commit is contained in:
aap 2020-08-19 21:58:00 +02:00
parent c1367ebdca
commit bb948904b6
7 changed files with 16 additions and 11 deletions

View file

@ -223,7 +223,6 @@ CColStore::EnsureCollisionIsInMemory(const CVector2D &pos)
}
}
//--MIAMI: done
bool
CColStore::HasCollisionLoaded(const CVector2D &pos)
{

View file

@ -6,6 +6,8 @@
#include "Collision.h"
#include "SurfaceTable.h"
//--MIAMI: file done
float CSurfaceTable::ms_aAdhesiveLimitTable[NUMADHESIVEGROUPS][NUMADHESIVEGROUPS];
void
@ -148,3 +150,9 @@ CSurfaceTable::GetAdhesiveLimit(CColPoint &colpoint)
{
return ms_aAdhesiveLimitTable[GetAdhesionGroup(colpoint.surfaceB)][GetAdhesionGroup(colpoint.surfaceA)];
}
bool
CSurfaceTable::IsSoftLanding(uint8 surf)
{
return surf == SURFACE_GRASS || surf == SURFACE_SAND || surf == SURFACE_SAND_BEACH;
}

View file

@ -96,4 +96,5 @@ public:
static int GetAdhesionGroup(uint8 surfaceType);
static float GetWetMultiplier(uint8 surfaceType);
static float GetAdhesiveLimit(CColPoint &colpoint);
static bool IsSoftLanding(uint8 surf);
};

View file

@ -33,7 +33,7 @@
#include "WindModifiers.h"
#include "Occlusion.h"
//--MIAMI: file almost done (see TODO)
//--MIAMI: file done
int gBuildings;

View file

@ -715,7 +715,7 @@ CShadows::StoreShadowForVehicle(CVehicle *pCar, VEH_SHD_TYPE type)
}
void
CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn,
CShadows::StoreCarLightShadow(CVehicle *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn,
float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fMaxViewAngle)
{

View file

@ -159,7 +159,7 @@ public:
static void StoreShadowToBeRendered ( uint8 ShadowType, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue);
static void StoreShadowToBeRendered ( uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, bool bDrawOnWater, float fScale, CCutsceneShadow *pShadow, bool bDrawOnBuildings);
static void StoreShadowForVehicle (CVehicle *pCar, VEH_SHD_TYPE type);
static void StoreCarLightShadow (CAutomobile *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue, float fMaxViewAngle);
static void StoreCarLightShadow (CVehicle *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue, float fMaxViewAngle);
static void StoreShadowForPed (CPed *pPed, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
static void StoreShadowForPedObject (CEntity *pPedObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
static void StoreShadowForCutscenePedObject(CCutsceneObject *pObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);

View file

@ -1448,16 +1448,13 @@ CBike::PreRender(void)
fwd.Normalise();
float f = headLightPos.y + 6.0f;
pos += CVector(f*fwd.x, f*fwd.y, 2.0f);
// TODO(MIAMI):
// CShadows::StoreCarLightShadow(this, (uintptr)this + 22, gpShadowExplosionTex, &pos,
// 7.0f*fwd.x, 7.0f*fwd.y, 3.5f*fwd.y, -3.5f*fwd.x, 45, 45, 45, 7.0f);
CShadows::StoreCarLightShadow(this, (uintptr)this + 22, gpShadowExplosionTex, &pos,
7.0f*fwd.x, 7.0f*fwd.y, 3.5f*fwd.y, -3.5f*fwd.x, 45, 45, 45, 7.0f);
f = (tailLightPos.y - 2.5f) - (headLightPos.y + 6.0f);
pos += CVector(f*fwd.x, f*fwd.y, 0.0f);
// TODO(MIAMI):
// CShadows::StoreCarLightShadow(this, (uintptr)this + 25, gpShadowExplosionTex, &pos,
// 3.0f, 0.0f, 0.0f, -3.0f, 35, 0, 0, 4.0f);
CShadows::StoreCarLightShadow(this, (uintptr)this + 25, gpShadowExplosionTex, &pos,
3.0f, 0.0f, 0.0f, -3.0f, 35, 0, 0, 4.0f);
}
if(this == FindPlayerVehicle() && !alarmOff){